• Title/Summary/Keyword: 수업 언어

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A Discourse Analysis of Science Teachers' Scientific Modeling Activities: A Case from Earth Science Teacher Training (과학 모델링 활동에 나타난 교사의 담화 분석 -지구과학 교사 연수 사례-)

  • Heungjin Eom;Hyunjin Shim
    • Journal of The Korean Association For Science Education
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    • v.44 no.4
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    • pp.301-311
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    • 2024
  • We developed a small-group training program for in-service teachers focused on scientific modeling. We collected the discourses of the teachers who participated in the activity and analyzed them by type. The training program employed a collaborative approach in which a small group completed tasks and produced outputs based on the theme of 'galaxies and the Universe' to enable practical application in classes. Three in-service science teachers participated in the training program. Their discourses were recorded, transcribed, and classified into types based on individual turns and interaction units. The language expressions of the teachers reflected the unique characteristics of the teaching profession, with each participant having preferred language expression types, albeit with a generally low prevalence of specific language expression types across the participants. Differences in discourse characteristics related to the modeling theme, task presentation method, and model types, revealed that variations in the proportion of interaction unit types during the modeling design, build, and evaluation stages were primarily influenced by the teachers' familiarity with the modeling theme. While the task presentation method also influenced interaction types, model types had little impact on the distribution of interaction types. Considering these findings, training programs on modeling for in-service teachers should include a checklist to encourage sufficient interaction between participants as well as propose proper questions that can be effectively addressed through collaboration.

The Effect of Learning Scratch Programming on Students' Motivation and Problem Solving Ability (스크래치 프로그래밍 학습이 학습자의 동기와 문제해결력에 미치는 영향)

  • Song, Jeong-Beom;Cho, Soeng-Hwan;Lee, Tae-Wuk
    • Journal of The Korean Association of Information Education
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    • v.12 no.3
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    • pp.323-332
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    • 2008
  • This paper propose to use a new educational programming language, Scratch, to help students' programming study. For this purpose, a course has been developed which consists of (1) strategies to motivate students and (2) Creative Problem Solving (CPS) teaching model to improve their problem solving abilities. We experimented the course with sixth-grade elementary students for 4 weeks and we could observe that the Scratch programming learning helps motivating students and improving their problem solving abilities. Based on this observation, we believe that Scratch programming can be an alternative for current programming education in elementary schools.

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A Comparative Study of the Effect of Dolittle and Robot Programming Education on Creativity (두리틀과 로봇 프로그래밍 교육이 창의성에 미치는 효과 비교 연구)

  • Park, Kyoung-Jae;Lee, Soo-Jung
    • Journal of The Korean Association of Information Education
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    • v.14 no.4
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    • pp.619-626
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    • 2010
  • In this study, we performed experimental studies on the educational programming languages of Dolittle and Robot to compare and analyze their effect on improving creativity. We formed three sixth grade classes, totaling 99 students, into a Robot class, a Dolittle class, and a general class that served as a neutral. The Dolittle class and the Robot class took ten programming lessons with specific hand-in operations, as well as feedback and discussion, during ten weeks. The experiment results showed that student creativity in the two programming classes improved more than that of students in the general class. Especially creativity of the students in the Robot class improved the most. Moreover, the mean creativity of the lower academic achievement group was slightly better than that of the higher group. This implies that there is no positive correlation between academic achievement and creativity.

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The Characteristics of Mathematical Errors & Discourse in a Supplementary Class for the Migrant Students from North Korea (탈북학생들을 위한 수학 보충학습에서 담론 속에 나타난 오류유형과 담론의 특성)

  • ChoiKoh, Sang-Sook
    • Journal of the Korean School Mathematics Society
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    • v.15 no.1
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    • pp.53-80
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    • 2012
  • This study was designed to find the characteristics of mathematical errors and discourse in simultaneous equations and inequalities for migrant students from North Korea. 5 sample students participated, who attended in an alternative school for the migrant students from North Korea at the study in Seoul, Korea. A total of 8 lesson units were performed as an extra curriculum activity once a week during the 1st semester, 2011. The results indicated that students showed technical errors, encoding errors, misunderstood symbols, misinterpreted language, and misunderstood Chines characters of Koreans and the discourse levels improved from the zero level to the third level, but the scenes of the third level did not constantly happen. Nevertheless, the components of discourse, explanation & justification, were activated and as a result, evaluation & elaboration increased in ERE pattern on communication.

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The Effects of App Programing Education Using m-Bizmaker on Creative Problem Solving Ability (m-Bizmaker를 활용한 앱 프로그래밍 교육이 창의적 문제해결력에 미치는 영향)

  • Han, Soon-jae;Kim, Sung-Sik
    • The Journal of Korean Association of Computer Education
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    • v.19 no.6
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    • pp.25-32
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    • 2016
  • This study aims to suggest app programming education plan by analyzing the effects of app programming education using m-bizmaker on the creative problem solving ability in specialized high school students. Currently, The South Korean government is preparing to conduct SW education in primary and secondary schools. Developing smartphone apps that are familiar to students can be seen as a very effective tool of SW educational measures. In general, app development can only be achieved through specialized training on how to use the app programming language. So, many students think the app programming is difficult areas before creating apps because tired of learning how to an app programming language. As a result of applying app programming education using m-Bizmaker, which is one of the app authoring tools, to the class, it is desirable as an app programming education plan. And according to survey results, it has been proved that the app programming education plan using m-Bizmaker is effective to improve creative problem solving ability.

A Proposed Role for Semiotics Methodology in Education of Comics Studies Majors (전공자 대상의 만화교육에 있어서 기호학적 방법론의 역할제안)

  • Kwon, Kyung-Min
    • Cartoon and Animation Studies
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    • s.32
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    • pp.141-158
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    • 2013
  • Comics are a genre that convey meaning through compositional arrangements of dialogue and images as well as through the flow of panels across a page. Communicating that meaning to readers through a combination of language and visual lexicons is the essential process of drawing comics, a process that in itself is significant. The semiotics of comics is a field of scholarship grounded in the broader discipline of semiotic theory in which all the components of comics, both visual and verbal, are the subject of study and research. By adopting a semiotic approach we are able to objectively analyze and understand the symbolic, social and ideological meanings embedded in the signs and sign processes expressed in comics. The fundamental pedagogical mission of teaching comics is to cultivate human nature through the study of theory as well as through the production and completion of original works that explore new modes of expression. To go further, interpreting those embedded meanings in the context of comics fosters effective and creative skills of expression that go beyond a mere fascination for the genre itself. In short, because the semiotic approach to understanding visual communication is the essence teaching comics, we can expect that the act of reading and creating comics plays a significant role in understanding visual communication.

The Comparison of Students Grade Level on the Integrated Learning Program for Mathematical Problem Solving using EPL (EPL을 활용한 수학문제해결 통합교육프로그램의 학년 수준 비교)

  • Han, Seon-Kwan;Kim, Soo-Hwan
    • Journal of The Korean Association of Information Education
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    • v.14 no.3
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    • pp.311-318
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    • 2010
  • In this paper, we proposed the integrated education program of informatics and math for solving problem using EPL. We applied a integrated math curriculum with EPL and analyzed mathematical thinking and attitude to the 3rd and 5th students. We used mathematical thinking test, mathematical attitude test and interview through student review. We also analyzed data of observers who are elementary school teachers. The results of test are as follows; First, we found effective points of meta-cognition and visualization of thought in solving the mathematical problem using Scratch. Second, mathematical thinking and attitude showed the result that 3rd grade students are more increased than 5th grade students in pre and post t-test of the mathematical. Consequently, we expect that the integrated education program of informatics and math using EPL can be applied to solve problem in math effectively.

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The Effects of Focus-on-Form Instruction on L2 Learners' Grammatical Achievement: Focusing on the Deductive and Inductive FFI (형태 초점 교수법이 제2 언어학습자의 문법 성취도에 미치는 영향: 연역적 방법과 귀납적 방법을 중심으로)

  • Hwang, Hee-Jeong
    • Journal of Digital Convergence
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    • v.19 no.9
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    • pp.307-316
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    • 2021
  • This study aims to explore the effects of deductive FFI and inductive FFI in L2 learners' grammatical achievement and their reaction to the grammar instruction. 84 students were placed into three groups: 29 given deductive FFI(DG), 28 receiving inductive FFI(IG), and 27 with traditional instruction(CG). All students completed pre/post tests and questionnaires, and took a delayed post test 9 weeks after the treatment. For statistical anlayses of all the quantitative data, a one-way ANOVA, paired samples T-test, and repeated measures ANOVA were performed. The results indicated that both deductive and inductive FFI affected learners' grammatical achievement and their achievement was sustained over time. Deductive FFI was more effective than inductive FFI, whereas the IG students more positively changed their attitudes and perceptions to the grammar instruction. These findings of the study imply that FFI should be valued in an Korean EFL classroom, which would contribute to further longitudinal research for its sustainability.

L2 Reading Difficulties Faced by Malaysian Students in a Korean University (말레이시아 학생들의 L2 읽기 문제: 한국 대학의 사례를 중심으로)

  • Kim, Kyung-Rahn
    • Journal of Digital Convergence
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    • v.19 no.2
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    • pp.21-32
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    • 2021
  • The current study investigates how Malaysian ESL learners' L2 (English) speaking fluency is reflected in advanced L2 reading and what difficulties they encounter in reading comprehension. Nine Malaysian students attending a Korean university participated in qualitative research using in-depth and semi-structured interviews. The data revealed that L2 was a very familiar language, and their speaking fluency in L2 reduced the anxiety of L2 reading in general. However, it did not play a significant role in reading at an advanced level. Their difficulties in reading were mainly due to a lack of vocabulary knowledge. However, insufficient background knowledge and interest also frustrated their reading tasks. These factors lowered their reading comprehension, causing inaccurate interpretations or discouraging their endeavors to find messages from the given text. Thus, these findings should be carefully addressed in reading classes for Korean L2 learners as well as international students.

A Study on the Effects and Application Cases of Education Using Metaverse in the Non-Face-To-Face Era (비대면 시대에 메타버스를 이용한 교육의 효과와 적용사례에 대한 연구)

  • Song, Eun-Jee
    • Journal of Practical Engineering Education
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    • v.14 no.2
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    • pp.361-366
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    • 2022
  • Recently, with the development of virtual and augmented reality technology, metaverse is emerging as a new paradigm that will lead the next-generation internet era, and social and economic activities are spreading around the game, entertainment, music, and content industries. Moreover, as non-face-to-face conversion accelerated after the outbreak of COVID-19, lifestyles and industrial sites are becoming untact and further rapidly becoming a metaverse. In particular, the application of metaverse to the education field is attracting attention because realistic classes using real-time voice conversations using avatars, 3D objects, and 360-degree images can increase immersion and overcome the limitations of distance education. This study examines the concept of metaverse and examines that education using metaverse can be an alternative that can increase the efficiency of education in the non-face-to-face era. In particular, it shows that it is effective in language education and suggests an actual metaverse-based Korea language education program.